genre

Use when

You want a long strategic campaign of compounding systems and decisions.

What it is. A long-arc strategy campaign built on four verbs — eXplore, eXpand, eXploit, eXterminate — where dozens of shallow systems (tech, economy, diplomacy, war) compound into an empire, and the drama is whether a snowballing lead stays interesting to the end.

Player fantasy / why it’s fun. You start with one settler in fog and end ruling a continent you built by hand. The pull is authored ownership: every border, tech, and war is a decision you can trace, and “one more turn” is the sound of a compounding plan paying off.

Pillars (exactly 3)

  1. Meaningful expansion. Each new claim — a city, a border, a colony — must open genuinely new options, not just add a bigger number. Land you took should let you do something you couldn’t before.
  2. Layered compounding systems. No single deep system; many shallow ones (economy, tech, culture, war, diplomacy) that multiply. Depth lives in the interactions, so the same board plays differently every campaign. See pattern-emergence.
  3. Snowball braced by comeback. The lead must accelerate (that’s the fantasy) and stay contestable. Build the pattern-feedback-loops that reward a lead, then the negative loops that keep the loser in the game. Lose this brace and you get antipattern-solved-metagame.

The loop stack

ScaleBeat
MomentPlace one tile / assign one worker / pick one build — a single small allocation.
EncounterResolve a war, a tech race, or a wonder rush against a specific rival over several turns.
SessionTake an empire through an era: settle, tech up, hit a power spike, project it outward.
MetaThe full arc from one settler to a win condition — and the next start, wanting to try a different opening.

The dangerous scale is Meta: 4X campaigns run long, and the back half is where the lead is often already decided. Design the endgame first, not last.

Essential systems

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

For the neighbor genres: real-time expansion is genre-rts (see anchor-starcraft, anchor-age-of-empires); the combat-only zoom-in of eXterminate is genre-tactics (anchor-into-the-breach); pure-compounding-numbers is genre-incremental; a board-first, systems-light cousin is genre-abstract-strategy. For the feel of a lead compounding, borrow from genre-city-builder (anchor-frostpunk) and anchor-loop-hero.

Verify

Determinism is non-negotiable: a 4X is a huge state machine over hundreds of turns — all randomness through a deterministic RNG, ordered iteration for every AI and yield pass, so a seed replays identically. Prove the endgame isn’t solved (a trailing AI can still win on some axis) and that turn resolution stays readable at scale. Gates in docs/VERIFICATION.md; design the fun of the snowball-vs-comeback tension per pattern-feedback-loops and pattern-pacing-and-tension.

This module rendersthe repo's markdowndirectly — edit it there, it changes here.